using UnityEngine; public class HealthbarMulti : Healthbar { [SerializeField] private int segments = 10; [SerializeField] private Transform lifes; public override void UpdateDisplay() { float fillAmount = target.HpPercentage * (float)segments % 1f; _ = target.HpPercentage * (float)segments % 1f; int num = Mathf.FloorToInt(target.HpPercentage / (1f / (float)segments)); for (int i = 0; i < lifes.childCount; i++) { lifes.GetChild(i).gameObject.SetActive(num > i); } if (target.invulnerable) { fillAmount = 1f; } if (target.HpPercentage == 1f) { canvasParent.SetActive(value: false); base.enabled = false; hpLast = 1f; delayedFill.fillAmount = hpLast; } else { canvasParent.SetActive(value: true); base.enabled = true; } fill.fillAmount = fillAmount; if (Mathf.Approximately(fill.fillAmount, 0f)) { delayedFill.color = deathFillColor; } else { delayedFill.color = defaultDelayedFillColor; } } }